You don't need Morse Code, you could just connect the wires to different signs such as 'Help', 'Fire!', 'Invasion' it's by far the best way and enemies can't 'tap' into the conversation as you won't really be having a conversation, just alarms.
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Quote from MichaeljMM79 »
Talent didn't go anywhere, it just gets lost in all the noise. You have to find it.
You don't need Morse Code, you could just connect the wires to different signs such as 'Help', 'Fire!', 'Invasion' it's by far the best way and enemies can't 'tap' into the conversation as you won't really be having a conversation, just alarms.
They could, however, take all that valuable red dust.
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"Survival" is a film/literature/video game genre about survival and self-sufficiency in the wild.
"Survival of the fittest" is a phrase used to paraphrase natural selection.
Make two-four channels to a base. Both ends are operateable with levers, although they will always be left off at both bases until one wishs to send a message.
Using binary, two channels gives you 4 options, and 3 channels gives you 7, and four will give you 15. With each number allocated a meaning, you can transmit multiple messages instantly without little interpretation time, or the knowledge of morose code.
e.g:
0 = No message
1 = Under attack
2 = Attack Repelled
3 = Leaving fort
4 = Need another farmer
5 = Need another solider
6 = Need another person
7 = Need everybody up
8 = Sending Supplies (Millitary, in response to fort under attack)
9 = Sending Supplies (food)
10 = Sending supplies (wood)
11 = Sending supplies (People, in response to 4,5,6 or 7)
12 = Need supplies (Cobblestone)
13 = Need supplies (ores and coal)
14 = Need supplies (Hunting goods, like , ]" title="-<->" /> , [>>-i>] and silk)
15 = Received Supplies (In response to 8,9,10,11 once goods are received.)
With this system, people can add custom messages set beforehand, and translation of messages would be very quick and efficient. This was just an example, but here, as you go up each tier of channels, you get different messages.
The first few should only be fort related, as you'll need to print these quickly. The need more people ones can be replaced with important, but not as nessasary fort options. The last ones can be in depth and specific, and I used them for sending materials from a city to a mine.
Only up to 4 channels are needed for both bases. With a send and reply type system, you can ask for more ore supplies, leave and go do something else. When the other base sees the message, they will send the supplies, and modify the message for the supplies to a "supplies sent" . When the first base operator notices that the message has changed, they will check the depot and watch as the cart of supplies runs down the tracks. Once arrived, the operator sends a Recived supplies message to second base, which they will undo once acknowledged.
The pro's of this system is that there is little translation, it's fast, and gives a conversation between two people. It also needs less channels than other systems, although it can support far more than needed.
The con's are that if a message is being written on one side, the other must be patient until it is finished, else they will screw up the message. an extra channel that is turned on when a message is being written could get rid of confusion, but requires an extra channel. Also, you can't say anything but what was originally set up. Also, these channels are susceptible to being tapped easily as well as broken without any operators knowledge. This is partially fixed by the 'undo the message once you've read it' part, as it won't undo on the other base, which will worry the operator as there is no reply.
Just a note on all red stone telegrams and such: this would be a very long term investment, and requires some form of operator. Unlike morse code, operators of a binary system here do not need to be stationed 24/7, but do need to be ready to reply, send "under attack" and other important stuff.
If signs are used to say what each switch does, a sign destruct system (like mounting them on sand with a water flood system underneath) would also be needed.
Make two-four channels to a base. Both ends are operateable with levers, although they will always be left off at both bases until one wishs to send a message. Using binary, two channels gives you 4 options, and 3 channels gives you 7, and four will give you 15. With each number allocated a meaning, you can transmit multiple messages instantly without little interpretation time, or the knowledge of morose code.
If signs are used to say what each switch does, a sign destruct system (like mounting them on sand with a water flood system underneath) would also be needed.
Just so you know I snipped and regrouped the information.
So if we got 15 options with 4 channels how many could we get with 5 and 6?
For the sign destruct system I just realised and remembered something epic. Use the airlock system and I once heard about making a bridge with this. Heres a quick picture.
[]
[] []
= Sign Area
= Sand
= Torches
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Quote from MichaeljMM79 »
Talent didn't go anywhere, it just gets lost in all the noise. You have to find it.
I see all of you are discussing the fact that Redstone dust, when in an infinite map, will stop working at a distance, but you are all discounting the fact that multiplayer will only have limited maps, as announced by Notch.
limited, but presumably massive. its not going to be indev size, much bigger.
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Quote from TurtleeyMC »
Matt, seriously, stop trolling. So can you please shut the **** up and go troll the infdev forums about how much you want to get 10 bucks from your hobo house?
you know what that does? it keeps the signal going another 25 blocks so FU
Do some research before embarrassing yourself, next time.
I ran an experiment (details in logic gates thread) and determined that a 5-clock stopped functioning after I ran roughly 300 blocks away.
But again, as someone (I believe) has already said, as long as there are enough people in SMP that all the chunks stay loaded, then it should work out fine. Also, because you will (presumably) have someone on both sides, then it will work for 600 blocks. And then of course, you can't discount custom servers, which I'm sure will find a way to keep blocks loaded, and redstone working.
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Quote from Neodymius »
Quote from ZarroTsu »
Quote from Zruku »
If someone makes a large castle/building/whatever completely out of flammable materials they DESERVE to be killed, robbed, or "griefed".
I love it. And to the person who said its wasteful to have patrols for a comm line, why wouldnt you protect something that could potentially save your life?
Oh Dear, I'm under attack! Let me stand here for 10 minutes while I consult the Morse code chart, send a message, hope my friend happens to be standing near the other end, wait for him to decode it, and wait until he arrives!
That's why the emergency alarm is one button that stays on until deactivated in the other base.
I was thinking you could put a NOT gate in the line, so instead of it staying on all the time, it stays off all the time. It's somewhat less confusing.
Quote from Niker »
I love it. And to the person who said its wasteful to have patrols for a comm line, why wouldnt you protect something that could potentially save your life?
That's true. I guess I didn't think too hard on that statement.
Quote from VIROS »
However, most enemies wouldn't spy. They would just follow the line and skewer you. >.>
However, a smart enemy would cut the line going to your ally and line it to their base and listen in, waiting for you to be at your most vulnerable and skewer you, instead of just attack you.
To help alert operators of incoming messages, why not hook it up to a door? The noise should let them know.
@rox good idea. But experienced raiders would go through a wall. How would you check for that?
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Quote from LastDay »
Quote from Silvercat18 »
Man, things were already bad with the new mob spawn, but now this? This is like grand theft minecarto.
You don't need Morse Code, you could just connect the wires to different signs such as 'Help', 'Fire!', 'Invasion' it's by far the best way and enemies can't 'tap' into the conversation as you won't really be having a conversation, just alarms.
You don't need Morse Code, you could just connect the wires to different signs such as 'Help', 'Fire!', 'Invasion' it's by far the best way and enemies can't 'tap' into the conversation as you won't really be having a conversation, just alarms.
There will probably be needs for alot of signs, though. (Not blue heavy needs roommate though)
Signs like "Invasion, Fire, Help (For etc. needings of help), Sending Supplies (Unless you want to make a ton of sending supplies signs, I'd suggest making just one and going with everything you can carry), Supplies Received, Need more fighters.
(And probably more types of signs I can't think of right now.)
http://www.minerwars.com/?aid=640
They could, however, take all that valuable red dust.
"Survival of the fittest" is a phrase used to paraphrase natural selection.
Make two-four channels to a base. Both ends are operateable with levers, although they will always be left off at both bases until one wishs to send a message.
Using binary, two channels gives you 4 options, and 3 channels gives you 7, and four will give you 15. With each number allocated a meaning, you can transmit multiple messages instantly without little interpretation time, or the knowledge of morose code.
e.g:
0 = No message
1 = Under attack
2 = Attack Repelled
3 = Leaving fort
4 = Need another farmer
5 = Need another solider
6 = Need another person
7 = Need everybody up
8 = Sending Supplies (Millitary, in response to fort under attack)
9 = Sending Supplies (food)
10 = Sending supplies (wood)
11 = Sending supplies (People, in response to 4,5,6 or 7)
12 = Need supplies (Cobblestone)
13 = Need supplies (ores and coal)
14 = Need supplies (Hunting goods, like , ]" title="-<->" /> , [>>-i>] and silk)
15 = Received Supplies (In response to 8,9,10,11 once goods are received.)
With this system, people can add custom messages set beforehand, and translation of messages would be very quick and efficient. This was just an example, but here, as you go up each tier of channels, you get different messages.
The first few should only be fort related, as you'll need to print these quickly. The need more people ones can be replaced with important, but not as nessasary fort options. The last ones can be in depth and specific, and I used them for sending materials from a city to a mine.
Only up to 4 channels are needed for both bases. With a send and reply type system, you can ask for more ore supplies, leave and go do something else. When the other base sees the message, they will send the supplies, and modify the message for the supplies to a "supplies sent" . When the first base operator notices that the message has changed, they will check the depot and watch as the cart of supplies runs down the tracks. Once arrived, the operator sends a Recived supplies message to second base, which they will undo once acknowledged.
The pro's of this system is that there is little translation, it's fast, and gives a conversation between two people. It also needs less channels than other systems, although it can support far more than needed.
The con's are that if a message is being written on one side, the other must be patient until it is finished, else they will screw up the message. an extra channel that is turned on when a message is being written could get rid of confusion, but requires an extra channel. Also, you can't say anything but what was originally set up. Also, these channels are susceptible to being tapped easily as well as broken without any operators knowledge. This is partially fixed by the 'undo the message once you've read it' part, as it won't undo on the other base, which will worry the operator as there is no reply.
Just a note on all red stone telegrams and such: this would be a very long term investment, and requires some form of operator. Unlike morse code, operators of a binary system here do not need to be stationed 24/7, but do need to be ready to reply, send "under attack" and other important stuff.
If signs are used to say what each switch does, a sign destruct system (like mounting them on sand with a water flood system underneath) would also be needed.
A simple suggestion on geology here.
~~~
Slaves of the Coal Mine
An interesting Novel to pass the time.
Just so you know I snipped and regrouped the information.
So if we got 15 options with 4 channels how many could we get with 5 and 6?
For the sign destruct system I just realised and remembered something epic. Use the airlock system and I once heard about making a bridge with this. Heres a quick picture.
[]
[] []
= Sign Area
= Sand
= Torches
http://www.minerwars.com/?aid=640
limited, but presumably massive. its not going to be indev size, much bigger.
= redstone dust
= red torch
you know what that does? it keeps the signal going another 25 blocks so FU
Do some research before embarrassing yourself, next time.
I ran an experiment (details in logic gates thread) and determined that a 5-clock stopped functioning after I ran roughly 300 blocks away.
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
But again, as someone (I believe) has already said, as long as there are enough people in SMP that all the chunks stay loaded, then it should work out fine. Also, because you will (presumably) have someone on both sides, then it will work for 600 blocks. And then of course, you can't discount custom servers, which I'm sure will find a way to keep blocks loaded, and redstone working.
That's true. I guess I didn't think too hard on that statement.
However, a smart enemy would cut the line going to your ally and line it to their base and listen in, waiting for you to be at your most vulnerable and skewer you, instead of just attack you.
@rox good idea. But experienced raiders would go through a wall. How would you check for that?
Something like this?
Signs like "Invasion, Fire, Help (For etc. needings of help), Sending Supplies (Unless you want to make a ton of sending supplies signs, I'd suggest making just one and going with everything you can carry), Supplies Received, Need more fighters.
(And probably more types of signs I can't think of right now.)
Sign No. 1: Need to talk, no danger, bring stuff to trade
Sign No. 2: Danger! Enemies attacking need help!
Sign No. 3: Fire. Need help.
♣♦♠♥
Former King of Alesgan